The entry point for game-development work. It fingerprints the project to pick one engine, classifies the task from the request, names the minimal set of specialized skills, and tells you to read them before acting. It dispatches and composes — it does not re-teach engine APIs.
When not to use: once the right skill is loaded and the task is squarely inside it, work from that skill — don't re-run the router every turn. Re-route only when the task pivots to a new engine or concern (router step 6).
SKILL.md bodies; references/ only on demand. §4.Scan for the highest-confidence signal; choose exactly one engine. Stop at the first match.
| # | Engine | Primary signal | Skill set root |
|---|---|---|---|
| 1 | Godot | project.godot |
skills/godot/ |
| 2 | Unreal | *.uproject |
skills/unreal/ |
| 3 | Unity | Assets/ and ProjectSettings/ProjectVersion.txt |
skills/unity/ |
| 4 | Bevy | Cargo.toml with a bevy dependency |
skills/other-engines/bevy-ecs/ |
| 5 | Phaser | package.json dep phaser |
skills/web-engines/phaser-* |
| 6 | PixiJS | package.json dep pixi.js |
skills/web-engines/pixijs-rendering/ |
| 7 | three.js | package.json dep three |
skills/web-engines/threejs-* |
| 8 | LÖVE | conf.lua / main.lua calling love.* |
skills/other-engines/love2d-core/ |
| 9 | pygame | *.py with import pygame |
skills/other-engines/pygame-core/ |
| 10 | Roblox | *.rbxl(x) / *.project.json (Rojo) |
skills/other-engines/roblox-* |
For secondary signals, the Godot-C#/Unity/Bevy and multi-web disambiguation rules, monorepos,
and plain-text engine mentions, read references/engine-detection.md.
After identifying the engine, read its version from project metadata or dependency locks before
choosing APIs. Existing projects keep their pinned version unless migration is requested; the
catalog baseline is only for new projects. The exact version sources are in the detection reference
and ../docs/VERSION-SUPPORT.md.
After the engine, read the request for task signals (three additive categories):
create-game-assets, game-ai, ai-behavior-trees-utility-ai, procedural-gen, dialogue-systems,
save-systems, audio-design, shader-programming, physics-tuning, level-design,
input-systems, game-feel, camera-systems, game-ui-ux, performance-optimization.
Triggered by concept words ("sprite sheet", "art direction", "texture", "pathfinding",
"save slots", "fragment shader", "screen shake", "camera follow", "HUD/menu",
"optimize/low FPS").platformer, roguelike, rpg, fps-shooter,
tower-defense, card-game, visual-novel, survival-crafting, puzzle. Triggered by genre
words ("make a roguelike", "deckbuilder").game-jam, prototype-fast, steam-publish,
itch-publish. Triggered by process words ("publish on Steam", "vertical slice").File signals sharpen this: *.yarn/*.ink → dialogue-systems/visual-novel; steam_appid.txt
→ steam-publish; *.inputactions → unity-input-system.
skills/godot/): language godot-gdscript / godot-csharp; structure
godot-nodes-scenes, godot-signals-groups; 2D godot-2d-movement, godot-tilemap; 3D
godot-3d-essentials; physics godot-physics; UI godot-ui-control; animation
godot-animation; shaders godot-shaders; data godot-resources; audio godot-audio;
netcode godot-multiplayer; ship godot-export.skills/unity/): scripting unity-csharp-scripting; input unity-input-system;
physics unity-physics; animation unity-animation; data unity-scriptableobjects; 2D
unity-tilemap-2d; AI nav unity-navmesh; ship unity-build-pipeline.skills/unreal/): visual scripting unreal-blueprints; C++ gameplay
unreal-cpp-gameplay; input unreal-enhanced-input; AI unreal-behavior-trees; VFX
unreal-niagara; ship unreal-packaging.skills/web-engines/): phaser-core, phaser-arcade-physics; pixijs-rendering;
threejs-scene-setup, threejs-gltf-loading, threejs-materials-lighting.skills/other-engines/): bevy-ecs, pygame-core, love2d-core; Roblox foundation
roblox-luau, persistence roblox-datastores, UI roblox-ui, remotes/security
roblox-networking, character lifecycle roblox-characters, simulation/queries
roblox-physics, and in-Studio operation roblox-studio-workflow.Concept (says:) |
Discipline skill | Pairs with (engine API) |
|---|---|---|
| art direction, game assets, sprites, tilesets, textures, icons, 3D props | create-game-assets |
engine importer/rendering skill; imagegen when available |
| enemy AI, behavior tree, pathfinding, steering | game-ai |
unity-navmesh / unreal-behavior-trees / Godot nav |
| BT runtime, blackboard, decorator, selector/sequence, utility AI, response curve, consideration | ai-behavior-trees-utility-ai |
game-ai (model choice) / unreal-behavior-trees (engine assets) |
| procedural, noise, seed, dungeon generator | procedural-gen |
engine tilemap/grid skill |
| dialogue, Yarn, Ink, conversation tree | dialogue-systems |
engine UI skill |
| save/load, slots, persistence | save-systems |
roblox-datastores / engine IO |
| adaptive music, mixer, ducking, SFX | audio-design |
godot-audio / Unity AudioMixer |
| shader, fragment, dissolve/outline | shader-programming |
godot-shaders / engine material |
| jitter, tunneling, fixed timestep | physics-tuning |
godot-physics / unity-physics |
| whitebox, blockout, tile layout, pacing | level-design |
godot-tilemap / unity-tilemap-2d |
| rebind, gamepad, input buffering | input-systems |
unity-input-system / unreal-enhanced-input / Godot InputMap |
| screen shake, hit-stop, juice, squash & stretch, "make it punchy" | game-feel |
engine animation/tween + camera-systems (shake) |
| camera follow, deadzone, look-ahead, orbit, first-person | camera-systems |
godot-2d-movement / godot-3d-essentials / Cinemachine |
| HUD, menu, UI layout, scaling, safe area, focus nav | game-ui-ux |
godot-ui-control / Unity UI (UGUI/UI Toolkit) |
| low FPS, optimize, draw calls, GC spike, pooling, profiler | performance-optimization |
engine profiler + physics-tuning |
For Roblox, compose cross-engine concepts with the focused engine skill: HUD/menu requests use
roblox-ui + game-ui-ux (+ input-systems for gameplay bindings); remote exploit or
replication requests use roblox-networking + roblox-luau; respawn/rig requests use
roblox-characters; physical simulation/query requests use roblox-physics (+
physics-tuning for stability); direct place editing also uses roblox-studio-workflow.
* to the detected engine)Genre (says:) |
composes |
|---|---|
| platformer, jump, double jump | godot-2d-movement (or engine physics) + godot-tilemap/unity-tilemap-2d + level-design + camera-systems + game-feel |
| roguelike, procedural dungeon, permadeath | procedural-gen + godot-tilemap/unity-tilemap-2d + game-ai + save-systems + game-feel |
| RPG, stats, inventory, quests | godot-resources/unity-scriptableobjects + dialogue-systems + save-systems + game-ui-ux |
| FPS, first-person, hitscan | godot-3d-essentials/unreal-cpp-gameplay + input-systems + game-ai + camera-systems + game-feel |
| tower defense, waves, lanes | game-ai + engine movement + level-design + game-ui-ux |
| card game, deckbuilder, TCG | godot-resources/unity-scriptableobjects + game-ui-ux (+ engine UI) |
| visual novel, branching story | dialogue-systems + save-systems + game-ui-ux |
| survival, crafting, gathering | save-systems + godot-resources/unity-scriptableobjects + procedural-gen + game-ui-ux |
| puzzle, match-3, grid logic | godot-tilemap/unity-tilemap-2d + level-design + game-feel |
game-jam (jam, 48-hour, Ludum Dare/GMTK) · prototype-fast (vertical slice, MVP, greybox) ·
steam-publish (Steam, Steamworks, depot; steam_appid.txt) · itch-publish (itch.io, butler;
.itch.toml).
For the exhaustive per-skill trigger list and every engine binding, read
references/routing-table.md.
name + description are in context. Decide from those plus
the fingerprint — do not pre-read bodies.skills/<category>/<name>/SKILL.md — and
only those. Never bulk-load a whole category.references/ files only when the subtask needs that
depth (the skill body says when).Announce what you load and why, e.g.: "Detected Godot (project.godot). Loading
godot-2d-movement for the controller and platformer for jump feel; will open the platformer
skill's feel-tuning.md reference if you want coyote-time/buffering."
composes names a slot like *-2d-movement, bind it to the
detected engine. If that engine lacks the exact skill, see §6 and references/routing-table.md
("Binding gaps").Engine unknown (no fingerprint, no engine named):
save-systems).Engine known but no skill covers the subtask: load the closest engine skill plus the relevant
discipline and state the gap plainly (e.g. "no dedicated Unity 2D-movement skill; using
unity-csharp-scripting + unity-physics"). Never fabricate a skill name.
Conflicting/multiple genres: pick the dominant genre from the phrasing; mention the secondary and offer to load it if the user confirms.
| Request | Detected engine | Skills loaded (in order) |
|---|---|---|
| "add a double jump to my Godot player" | Godot (project.godot) |
godot-2d-movement → platformer |
| "make an inventory for my Unity RPG" | Unity (Assets/+ProjectSettings/) |
unity-scriptableobjects → rpg → save-systems |
| "procedural dungeon roguelike in Godot" | Godot | godot-tilemap → procedural-gen → roguelike |
"branching dialogue from a .yarn file" |
(none required) | dialogue-systems (+ engine UI skill if an engine is detected) |
| "how do I design save slots with migration?" | (none) | save-systems only |
| "publish my game on itch with butler" | (any/none) | itch-publish only |
| "I want to make a game but don't know what to use" | unknown → ask, default Godot | router asks once; then e.g. godot-nodes-scenes |
| "make hits feel punchy in my Godot game" | Godot (project.godot) |
game-feel (+ camera-systems for shake) |
| "the camera should follow my player smoothly" | (detected engine) | camera-systems (+ engine movement skill) |
| "my Unity game drops to 30 FPS, optimize it" | Unity (Assets/+ProjectSettings/) |
performance-optimization (profile first) → engine skill |
| "make a cohesive pixel-art player and enemy set" | (detected engine) | create-game-assets → relevant engine import/rendering skill |
references/engine-detection.md.references/routing-table.md.